scholarly journals Alleviate the contending issues in network operating system courses: Psychomotor and troubleshooting skill development with Raspberry Pi

2021 ◽  
Vol 11 (1) ◽  
pp. 772-781
Author(s):  
Puspanda Hatta ◽  
Cucuk Wawan Budiyanto

Abstract Despite the growing popularity of network operating system courses in vocational high schools, issues have been raised regarding the lack of appropriate computer hardware specifications and the limited use of real networking devices. The media that have been used in teaching network operating systems have been based on virtualization-based simulation. However, such virtualization does not expose students to real hardware. This results in less than optimal hands-on activities and students’ psychomotor abilities. Consequently, alternative authentic media are needed to accommodate practical learning and improve psychomotor skills. The aim of this study is to explore the implementation of a single-board microcomputer in learning network operating systems. The Raspberry Pi was chosen as it can replace the role of a non-simulation PC. The choice of Raspberry Pi was also based on the fact that in Indonesia it is still rare to find its implementation for teaching and learning activities in vocational high school, so it is necessary to introduce the device to students. The operating system used by the Raspberry Pi is similar to Ubuntu, which is one of the network operating systems that must be mastered by vocational IT students. The research made a comparison between the two learning media as employed by two groups of students in different classes, one using virtualization-based simulation and the other using the Raspberry Pi. Based on the results, it is concluded that the use of the Raspberry Pi is more effective than that of virtualization-based simulation in improving students’ psychomotor and troubleshooting skills.

2018 ◽  
Vol 15 (2) ◽  
pp. 119-131
Author(s):  
Wing-Kwong Wong

Purpose This paper aims to propose a maker’s approach to teaching an operating systems (OSs) course in which students apply knowledge of OSs to making a toy robot by focusing on input/outputs, hardware devices and system programming. Design/methodology/approach Classroom action research is involved in this study. Findings After the course was taught in this maker’s approach in two consecutive school years, some observations were reported. Students were enthusiastic in doing a series of assignments leading to the completion of a toy robot that follows a black line on the ground. In addition to enjoying the learning process by making tangible products, the students were excited to be able to demonstrate the skills and knowledge they learned with the robots they made. Research limitations/implications The research results were based mainly on the instructor’s observations during the lectures and labs. Practical implications Lessons from this study can inspire other instructors to turn traditional engineering courses into maker courses to attract students who enjoy making. Industry should welcome engineering graduates to join the companies with more hands-on experiences they have gained from maker courses. Social implications Although the maker movement has attracted much attention in K12 education, there is little research that studies how this maker spirit can be incorporated in traditional engineering courses that focus mainly on theories or software. Originality/value Including electronics and mechanical components in programming assignments would bring surprising effects on students’ motivation in learning.


2021 ◽  
Vol 5 (1) ◽  
pp. 21-29
Author(s):  
Yuli Fitrisia ◽  
Kartina Diah Kusuma Wardhani ◽  
Mardhiah Fadhli ◽  
Wenda Novayani ◽  
Dini Nurmalasari ◽  
...  

The pandemic that has hit the world has forced us to do learning indirectly or is often referred to as online (Daring). Online teaching and learning process requires some adjustments both on the teacher's side and the student's side. One of the adjustments is the need to seek technology and adaptation using technology. The currently widely used technology is online meeting services, such as the Zoom Meeting application, Google Meet, Video Calling via the Massager application, or other similar applications. To adapt to the technology, teachers at Madrasah Ibtidaiyah Muhammadiyah 01 Pekanbaru strongly desire to deepen ownership of the Zoom application as one of the media used for online learning. This training aims to provide an understanding and hands-on practice of using Zoom Meeting technology to increase learning effectiveness.


Author(s):  
Suvarna Gaikwad ◽  
Parth Dode ◽  
Shubham Chhipa ◽  
Shubhangi Vaikole

<p>Vehicles being the most widely used machines need to get smarter compared to their current technology. The necessity described by the younger generation of users, the millennials, for their devices to be smart and their vision to have more computerized and smarter applications of various sensors. The invention and development of better-computerized systems for infotainment and control of vehicles have taken speed and research is done mainly in an open-source on Linux kernel-based operating systems. The Smart Bike System is a Raspberry pi based operating system(AGL) for bikes tracks the various components of the bike like Speed, Quantity of fuel, Distance covered in a single trip, Temperature, Date and Time. We make a note that the current system of dashboards for representing the various aspects of a bike is old. A significant improvement would be made in the quality of the bike and the way people use it if the current computer technology of the world embraces the vehicular system. Automotive Grade Linux(AGL) is an (open source tech) operating system for automobiles which when installed on a computer in synchronization with the parts of a motor-bike has an ability to display more information in a more colorful and animated format like a computer desktop but specifically for automobiles.</p>


Author(s):  
Kadek Benny Vanorika ◽  
Gede Saindra Santyadiputra ◽  
I Gede Partha Sindu

AbstrakPenelitian ini bertujuan untuk (1) menghasilkan dan mengimplementasikan rancangan pengembangan e-modul berbasis project based learning pada mata pelajaran sistem operasi jaringan kelas XI di SMK Negeri 3 Singaraja, (2) mengetahui respon siswa dan guru terhadap pengembangan e-modul berbasis project based learning pada mata pelajaran sistem operasi jaringan kelas XI di SMK Negeri 3 Singaraja.Jenis penelitian yang digunakan dalam penelitian ini adalah penelitian dan pengembangan (research and development) dengan model pengembangan ADDIE. Subjek penelitian ini yaitu siswa kelas XI mata pelajaran sistem operasi jaringan di SMK Negeri 3 Singaraja tahun ajaran 2016/2017. Untuk mengetahui respon siswa dan guru terhadap e-modul sistem operasi jaringan yang diperoleh dengan menggunakan metode angket.Hasil penelitian menunjukkan bahwa: (1) Hasil rancangan dan implementasi e-modul berbasis project based learning yang telah dikembangkan pada mata pelajaran sistem operasi jaringan kelas XI di SMK Negeri 3 Singaraja dinyatakan berhasil diterapkan berdasarkan beberapa uji yang dilakukan. (2) Hasil analisis data respon siswa menunjukkan bahwa, didapatkan rata-rata respon sebesar 86,9%, jika dikonversikan ke dalam tabel konversi tingkat pencapaian termasuk pada kategori baik. Sedangkan untuk respon guru terhadap e-modul didapatkan rata-rata respon sebesar 95%, jika dikonversikan ke dalam tabel konversi tingkat pencapaian termasuk pada kategori sangat baik. Kata kunci:  E-modul, Project Based Learning, dan Sistem Operasi Jaringan AbstractThis study aims to (1) generate and implement a design for the development of e-module-based project based learning on the subjects of network operating systems class XI at SMK Negeri 3 Singaraja, (2) study the response of the students and teachers to the development of e-module based project based learning on the subjects of XI class network operating system at SMK Negeri 3 Singaraja.This type of research used in this research is the research and development (research and development) with ADDIE development model. Subjects of this study are students of class XI subjects network operating system at SMK Negeri 3 Singaraja the academic year 2016/2017. To study the response of the students and teachers of the e-module operating system tissue obtained by using questionnaires.The results showed that: (1) The design and implementation of e-module based project based learning which have been developed on the subjects of XI class network operating system at SMK Negeri 3 Singaraja otherwise successfully applied by some of the tests conducted. (2) The results of the data analysis of student responses indicate that, obtained an average response of 86.9%, if converted into a conversion table in the category level of achievement is good. As for the teacher'sresponse to the e-module obtained an average response of 95%, if converted into a conversion table included in the category level of achievement is very good. Keywords : E-module, Project Based Learning, and Network Operating System


2005 ◽  
Vol 18 (2) ◽  
pp. 309-317
Author(s):  
S. Djordjevic-Kajan ◽  
Dragan Stojanovic ◽  
Aleksandar Stanimirovic

An advanced System Software curricula at the Faculty of Electronic Engineering in Nis is presented in this paper. The system software track consists of two important themes of Computer Science and Computing in General organized now as two separated courses: Operating Systems course and System Software Development and System Programming course. Both courses offer extensive teaching of foundational concepts and principles of Operating Systems and System Programming along with design and implementation of presented topics in real operating systems and system software, such as Unix, Linux and Windows 2000/XP. Laboratory environments and exercises for both courses offer both examination of main algorithms and structures within operating systems and system software through simulation, and what is more important, hands-on experience with operating system internals and code.


2016 ◽  
Vol 13 (2) ◽  
Author(s):  
Kadek Benny Vanorika ◽  
Gede Saindra Santyadiputra ◽  
I Gede Partha Sindu

AbstrakPenelitian ini bertujuan untuk (1) menghasilkan dan mengimplementasikan rancangan pengembangan e-modul berbasis project based learning pada mata pelajaran sistem operasi jaringan kelas XI di SMK Negeri 3 Singaraja, (2) mengetahui respon siswa dan guru terhadap pengembangan e-modul berbasis project based learning pada mata pelajaran sistem operasi jaringan kelas XI di SMK Negeri 3 Singaraja.Jenis penelitian yang digunakan dalam penelitian ini adalah penelitian dan pengembangan (research and development) dengan model pengembangan ADDIE. Subjek penelitian ini yaitu siswa kelas XI mata pelajaran sistem operasi jaringan di SMK Negeri 3 Singaraja tahun ajaran 2016/2017. Untuk mengetahui respon siswa dan guru terhadap e-modul sistem operasi jaringan yang diperoleh dengan menggunakan metode angket.Hasil penelitian menunjukkan bahwa: (1) Hasil rancangan dan implementasi e-modul berbasis project based learning yang telah dikembangkan pada mata pelajaran sistem operasi jaringan kelas XI di SMK Negeri 3 Singaraja dinyatakan berhasil diterapkan berdasarkan beberapa uji yang dilakukan. (2) Hasil analisis data respon siswa menunjukkan bahwa, didapatkan rata-rata respon sebesar 86,9%, jika dikonversikan ke dalam tabel konversi tingkat pencapaian termasuk pada kategori baik. Sedangkan untuk respon guru terhadap e-modul didapatkan rata-rata respon sebesar 95%, jika dikonversikan ke dalam tabel konversi tingkat pencapaian termasuk pada kategori sangat baik. Kata kunci:  E-modul, Project Based Learning, dan Sistem Operasi Jaringan AbstractThis study aims to (1) generate and implement a design for the development of e-module-based project based learning on the subjects of network operating systems class XI at SMK Negeri 3 Singaraja, (2) study the response of the students and teachers to the development of e-module based project based learning on the subjects of XI class network operating system at SMK Negeri 3 Singaraja.This type of research used in this research is the research and development (research and development) with ADDIE development model. Subjects of this study are students of class XI subjects network operating system at SMK Negeri 3 Singaraja the academic year 2016/2017. To study the response of the students and teachers of the e-module operating system tissue obtained by using questionnaires.The results showed that: (1) The design and implementation of e-module based project based learning which have been developed on the subjects of XI class network operating system at SMK Negeri 3 Singaraja otherwise successfully applied by some of the tests conducted. (2) The results of the data analysis of student responses indicate that, obtained an average response of 86.9%, if converted into a conversion table in the category level of achievement is good. As for the teacher'sresponse to the e-module obtained an average response of 95%, if converted into a conversion table included in the category level of achievement is very good. Keywords : E-module, Project Based Learning, and Network Operating System


2015 ◽  
Vol 713-715 ◽  
pp. 2391-2394
Author(s):  
Mauricio Mauledoux ◽  
Crhistian C.G. Segura ◽  
Oscar F. Aviles

This article describes the use of Software-in-the-loop (SIL) and Robot Operating System (ROS) as tools for controller implementation and simulation of discrete-time plants is exposed. For experimental validation a magnetic levitation plant is used, this is modeled using Lagrange obtaining a nonlinear model which is linearized. Thus this model is discretized using a Tustin transformation for subsequent implementation of the control loop. Feedback state variable is implemented as control strategy for experimental validation on a system (Raspberry-Pi / fit-PC, Matlab / PC). We chose to use ROS as it is available for computers running operating systems based on Linux, as used in various embedded systems commercially available com the Fit-PC, Beagle-Board and Raspberry-Pi, ROS occupies low disk space (basic installation), programming is done in C ++ allowing more thorough use of the hardware. For testing three modules (node) implemented; "Reference_node" which is responsible for requesting the user to the desired position and transmit it to the next node, "control_node" is responsible for carrying out checks, which receives as inputs the reference (desired position) and the output of the plant (position current), and which outputs the control signal (u), finally "plant_node" is the node that simulates the behavior of the plant.


Author(s):  
Ram Prasad Patnaik ◽  
Dambaru Dhara Nahak

Virtualization is a technology that transforms today’s powerful computer hardware, which was designed to run a single operating system and a single application, to run multiple virtual machine having independent operating system. Many times, we observes that the server resources been underutilized. Virtualization allows us to efficiently utilize the available resources on physical machine. In virtualization environment, different virtualized machines can have different host operating system (i.e. different versions windows, Linux, Solaris etc). The most important concept to understand in virtualization is that, the virtual machines operating systems are independent from physical server operating system. This paper is an attempt to illustrate and appreciate the concept of virtualization and its implementation by using a live case study which we have implemented for one of our leading ETL tool development for a client. Case study elaborates the implementation details about Virtualized DB Clustering and Server Consolidation.


Author(s):  
Despaleri Perangin-angin ◽  
Christin Erniati Panjaitan ◽  
Eka Dodi Suryanto

Abstrak: Media pembelajaran menjadi pilihan untuk menunjang proses belajar yang menyenangkan dan menarik bagi siswa dan juga memperkuat motivasi, serta untuk menanamkan pemahaman pada siswa tentang materi yang diajarkan. Tujuan penelitian ini adalah mengembangkan media pembelajaran interaktif berbasis Life Skill untuk siswa SMK Jurusan Teknik Instalasi Tenaga Listrik. Penelitian ini menggunakan model penelitian dan pengembangan. Prosedur pengembangan media pembelajaran yang digunakan dalam penelitian ini mengadaptasi dari model ADDIE. Selanjutnya dilakukan validasi pada media yang telah dirancang. hasil penelitian ini yaitu pengembangan media pembelajaran berada dalam kategori Sangat Baik, berdasarkan penilaian dan validasi dari ahli media, ahli materi dan respon siswa. Hasil validasi dari ahli Media memperoleh rata-rata 93,33%, ahli materi 88,33% dan respon siswa sebagai pengguna adalah 90%. Dengan hasil ini, media pembelajaran yang dikembangkan dapat diterapkan dalam proses belajar mengajar sesuai dengan materi dan kompetensi yang akan dicapai. Kata Kunci: Media Pembelajaran, Life Skill, SMK, Teknik Instalasi Tenaga Listrik. Abstract: Learning media is an option to support a fun and interesting learning process for students and also strengthen motivation, and to instill understanding in students about the material being taught. The purpose of this study was to develop Life Skill-based interactive learning media for Vocational High School Electrical Power Installation Engineering students. This study uses a research and development model. The learning media development procedure used in this study adapted from the ADDIE model. Furthermore, validation is carried out on the media that has been designed. The results of this study are the development of learning media in the Very Good category, based on the assessment and validation of media experts, material experts and student responses. The results of the validation of the media expert obtained an average of 93.33%, the material expert was 88.33% and the student response as a user was 90%. With these results, the learning media developed can be applied in the teaching and learning process in accordance with the material and competencies to be achieved.. Keywords: Learning Media, Life Skills, Vocational High School, Electrical Power Installation Engineering.


Author(s):  
Eduardo Correia ◽  
Ricky Watson

Providing a dedicated lab to each group of students in order to gain hands-on learning experience is not always possible due to budget and space constraints. For example, in one class of 20 students, each student requires at least three computers with each computer capable of running three operating systems, such as UNIX, Linux, and Windows Server 2003. This requires a large computer laboratory with 60 computers in total. In addition, it is difficult to manage the laboratory to accommodate students from other classes. For example, once one class leaves the laboratory, another class of 20 students needs to start immediately with each person configuring Windows Server 2003 Active Directory on four computers. This requires another large computer laboratory with 80 computers. This chapter presents VMware as a teaching and learning tool to overcome the problems mentioned above. Under VMware, students do not require administrative privileges on physical machines. Consequently, they have complete freedom to experiment within their own virtualised environments.


Sign in / Sign up

Export Citation Format

Share Document